Joystick

A joystick is an input device consisting of a stick that pivots on a base and reports its angle or direction to the device it is controlling. A joystick, also known as the control column, is the principal control device in the cockpit of many civilian and military aircraft, either as a center stick or side-stick. It often has supplementary switches to control various aspects of the aircraft's flight.

Joysticks are often used to control video games, and usually have one or more push-buttons whose state can also be read by the computer. A popular variation of the joystick used on modern video game consoles is the analog stick. Joysticks are also used for controlling machines such as cranes, trucks, underwater unmanned vehicles, wheelchairs, surveillance cameras, and zero turning radius lawn mowers. Miniature finger-operated joysticks have been adopted as input devices for smaller electronic equipment such as mobile phones.

Joysticks originated as controls for aircraft ailerons and elevators, and are first known to have been used as such on Louis Bleriot's Bleriot VIII aircraft of 1908, in combination with a foot-operated rudder bar for the yaw control surface on the tail.[2]

The name "joystick" is thought to originate with early 20th century French pilot Robert Esnault-Pelterie.[3] There are also competing claims on behalf of fellow pilots Robert Loraine, James Henry Joyce, and A. E. George. Loraine is cited by the Oxford English Dictionary for using the term "joystick" in his diary in 1909 when he went to Pau to learn to fly at Bleriot's school. George was a pioneer aviator who with his colleague Jobling built and flew a biplane at Newcastle in England in 1910. He is alleged to have invented the "George Stick" which became more popularly known as the joystick. The George and Jobling aircraft control column is in the collection of the Discovery Museum in Newcastle upon Tyne, England. Joysticks were present in early planes, though their mechanical origins are uncertain.[4] The coining of the term "joystick" may actually be credited to Loraine, as his is the earliest known usage of the term, although he most certainly did not invent the device.

The electrical two-axis joystick was invented by C. B. Mirick at the United States Naval Research Laboratory (NRL) and patented in 1926 (U.S. Patent no. 1,597,416)".[5] NRL was actively developing remote controlled aircraft at the time and the joystick was possibly used to support this effort. In the awarded patent, Mirick writes: "My control system is particularly applicable in maneuvering aircraft without a pilot."[6]

The Germans developed an electrical two-axis joystick around 1944. The device was used as part of the Germans' Funkgerät FuG 203 Kehl radio control transmitter system used in certain German bomber aircraft, used to guide both the rocket-boosted anti-ship missile Henschel Hs 293, and the unpowered pioneering precision-guided munition Fritz-X,[7] against maritime and other targets. Here, the joystick of the Kehl transmitter was used by an operator to steer the missile towards its target. This joystick had on-off switches rather than analogue sensors. Both the Hs 293 and Fritz-X used FuG 230 Straßburg radio receivers in them to send the Kehl's control signals to the ordnance's control surfaces. A comparable joystick unit was used for the contemporary American Azon steerable munition, strictly to laterally steer the munition in the yaw axis only.[8]

This German invention was picked up by someone in the team of scientists assembled at the Heeresversuchsanstalt in Peenemünde. Here a part of the team on the German rocket program was developing the Wasserfall missile, a variant of the V-2 rocket, the first ground-to-air missile. The Wasserfall steering equipment converted the electrical signal to radio signals and transmitted these to the missile.

In the 1960s the use of joysticks became widespread in radio-controlled model aircraft systems such as the Kwik Fly produced by Phill Kraft (1964). The now-defunct Kraft Systems firm eventually became an important OEM supplier of joysticks to the computer industry and other users. The first use of joysticks outside the radio-controlled aircraft industry may have been in the control of powered wheelchairs, such as the Permobil (1963). During this time period NASA used joysticks as control devices as part of the Apollo missions. For example, the lunar lander test models were controlled with a joystick.

In many modern airliners aircraft, for example all Airbus aircraft developed from the 1980s, the joystick has received a new lease on life for flight control in the form of a "side-stick", a controller similar to a gaming joystick but which is used to control the flight, replacing the traditional yoke. The sidestick saves weight, improves movement and visibility in the cockpit, and may be safer in an accident than the traditional "control yoke".[9]

In 1985, Sega's third-person arcade rail shooter game Space Harrier introduced a true analog flight stick, used for movement. The joystick could register movement in any direction as well as measure the degree of push, which could move the player character at different speeds depending on how far the joystick was pushed in a certain direction.[17]

However, since the beginning of the 21st century, these types of games have waned in popularity and are now considered a "dead" genre, and with that, gaming joysticks have been reduced to niche products.[24][25][26][27][28] In NowGamer's interview with Jim Boone, a producer at Volition Inc., he stated that FreeSpace 2's poor sales could have been due to joysticks' being sold poorly because they were "going out of fashion" because more modern first-person shooters, such as Quake, were "very much about the mouse and [the] keyboard". He went further on to state "Before that, when we did Descent for example, it was perfectly common for people to have joysticks – we sold a lot of copies of Descent. It was around that time [when] the more modern FPS with mouse and keyboard came out, as opposed to just keyboard like Wolfenstein [3D] or something.".[30]

Since the late 1990s, analog sticks (or thumbsticks, due to their being controlled by one's thumbs) have become standard on controllers for video game consoles, popularized by Nintendo's Nintendo 64 controller,[31] and have the ability to indicate the stick's displacement from its neutral position. This means that the software does not have to keep track of the position or estimate the speed at which the controls are moved. These devices usually use potentiometers to determine the position of the stick, though some newer models instead use a Hall effect sensor for greater reliability and reduced size.

An arcade stick is a large-format controller for use with home consoles or computers. They use the stick-and-button configuration of some arcade cabinets, such as those with particular multi-button arrangements. For example, the six button layout of the arcade games Street Fighter II or Mortal Kombat cannot be comfortably emulated on a console joypad, so licensed home arcade sticks for these games have been manufactured for home consoles and PCs.[32]

A hat switch is a control on some joysticks. It is also known as a POV (point of view) switch. It allows one to look around in one's virtual world, browse menus, etc. For example, many flight simulators use it to switch the player's views,[33] while other games sometimes use it as a substitute for the D-pad. Computer gamepads with both an analogue stick and a D-pad usually assign POV switch scancodes to the latter.

DE9, often called as Atari type connector, was the most common connector during the 1980s.[citation needed]

Pin

Atari 800
Atari VCS

Atari 7800
(*1)

Atari ST

VIC-20
C-64
C64GS
(*2)

Amiga

CD32
(*3)

Amstrad
CPC

MSX

Mastersystem
(*4)

Megadrive
(Genesis)
(*4)

Saturn
(*4)

Sinclair
(*6)

1

Up

Up

Up

Up

Up

Up

Up

Up

Up

Up

GND

unused

2

Down

Down

Down

Down

Down

Down

Down

Down

Down

Down

Down

common

3

Left

Left

Left

Left

Left

Left

Left

Left

Left

1Y (-, Left)

Up

unused

4

Right

Right

Right

Right

Right

Right

Right

Right

Right

2Y (-, Right)

VCC

Button

5

Paddle B

Button Right

Button 3

Button 3 (POTY)

Button 3 (POTY)

Shift Load OUT

Button 3

VCC

VCC (+5V)

VCC (+5V)

Select OUT 1

Up

6

Button

Button

Button 1

Button 1

Button 1

Fire, Clock OUT

Button 2

Button 1

TL (A)

TL (A, B)

Select OUT 2

Right

7

VCC (+5V)

VCC (+5V)

VCC (+5V)

VCC (+5V)

VCC (+5V)

VCC (+5V)

Button 1

Button 2

TH (unused)

TH (Select OUT)

Right

Left

8

GND

GND

GND

GND

GND

GND

GND (Row 9) (*5)

Strobe OUT

GND

GND

Left

common

9

Paddle A

Button Left

Button 2

Button 2 (POTX)

Button 2 (POTX)

Serial Data IN

GND (Row 6) (*5)

GND

TR (B)

TR (Start, C)

VCC

Down

(*1) The Atari 7800 buttons require special wiring.

(*2) For the second button/right mouse button the POT X line is used (and for 3rd button/middle mouse button POTY), which - different to the other lines - must be pulled to VCC via the button.

(*3) The CD32 supports "game pad mode" and uses pin 5 to switch to it (it is pulled to active high by the CD32). Actual CD32 controllers have active components. Regular "atari" joysticks will work at the CD32, but CD32 controllers will not work at e.g. a C-64

(*4) The "SEGA" controllers can not be converted into "Atari" Joysticks simply by rewiring them. Unlike regular "Atari sticks" they contain pull-up resistors for each signal line (which might interfere with scanning the keyboard on C64) and some controllers may contain active circuits and will not work without the VCC. The Megadrive controllers use an active circuit. . The Saturn controllers also contain an active circuit and are wired up completely non standard.

In recent times, the employment of joysticks has become commonplace in many industrial and manufacturing applications, such as; cranes, assembly lines, forestry equipment, mining trucks, and excavators. In fact, the use of such joysticks is in such high demand, that it has virtually replaced the traditional mechanical control lever in nearly all modern hydraulic control systems. Additionally, most unmanned aerial vehicles (UAVs) and submersible remotely operated vehicles (ROVs) require at least one joystick to control either the vehicle, the on-board cameras, sensors and/or manipulators.

Due to the highly hands-on, rough nature of such applications, the industrial joystick tends to be more robust than the typical video-game controller, and able to function over a high cycle life. This led to the development and employment of Hall effect sensing to such applications in the 1980s as a means of contactless sensing. Several companies produce joysticks for industrial applications using Hall effect technology. Another technology used in joystick design is the use of strain gauges to build force transducers from which the output is proportional to the force applied rather than physical deflection. Miniature force transducers are used as additional controls on joysticks for menu selection functions.

Some larger manufacturers of joysticks are able to customize joystick handles and grips specific to the OEM needs while small regional manufacturers often concentrate on selling standard products at higher prices to smaller OEMs.

^Morgan McGuire & Odest Chadwicke Jenkins (2009), Creating Games: Mechanics, Content, and Technology, A K Peters, Ltd., p. 408, ISBN1-56881-305-8, retrieved 2011-04-03, Light guns, such as the NES Zapper or those used in the House of the Dead series, are distinctly different from positional guns used by arcade games such as SEGA's Gunblade NY. ... Light guns differ from positional guns, such as in Gunblade NY (bottom), that are essentially analog joysticks. ... Positional guns are essentially analog sticks mounted in a fixed location with respect to the screen. Light guns, in contrast, have no fixed a priori relationship with a display.

^Yo-Sung Ho & Hyoung Joong Kim (November 13–16, 2005), Advances in Multimedia Information Processing-PCM 2005: 6th Pacific-Rim Conference on Multimedia, Jeju Island, Korea, Springer Science & Business, p. 688, ISBN3-540-30040-6, retrieved 2011-04-03, The two routes to conventional gun control are light guns and positional guns. Light guns are the most common for video game systems of any type. They work optically with screen and do not keep track of location on the screen until the gun is fired. When the gun is fired, the screen blanks for a moment, and the optics in the gun register where on the screen the gun is aimed. That information is sent to the computer, which registers the shot. ... Positional guns are mounted stationary on the arcade cabinet with the ability to aim left/right and up/down. They function much like joysticks, which maintain a known location on screen at all times and register the current location when fired.